Skip to main content

Full text of "Munch Man"

See other formats


Texas Instruments Home Computer 




Quick Reference Guide 



Note that the key sequences required to access special functions 
depend on the type of computer console you have. Important 
keystroke sequences are summarized here for your "quick 
reference." 



Moves the green Munch Man through die 
maze. 

Pauses the game in progress until you 
press another key. 

Starts a new game. 

Returns to the Munch Man title screen. 

Returns the computer to tne master title 
screen. 

Note: If the optional Wired Remote Controllers are being used, just 
move the lever up, down, left, or right to move the Munch Man in the 
appropriate direction. 



TI-99/4 


TI-99/4A 


— 0. | X 




P 


P 


SHIFT R 
(REDO) 


FCTN8 
(REDO) 


SHIFT 2 
(BACK) 


FCTN9 
(BACK) 


SHIFT Q 
(QUIT) 


FCTH = 
(QUIT) 



TEXAS INSTRUMENTS 
HOME COMPUTER 



Munch Man 




This Solid State Sq/tiuare™ Command Module is designed to 
be used with the Texas Instruments Home Computer. Its 
preprogrammed solid-state memory expands the power, 
versatility, and capability of your Home Computer. 

Designed by: Jim Dramis 

Programmmed by: Jim Dramis 

Book developed and written by: Staff members of the Texas 

instruments Education and Communications Center 

Copyright © 1982 Texas Instruments Incorporated. 
Command Module program and data base contents 
uupyiiylu © I982 Texas Instruments Incorporaiea. 
See important warranty information al back of book. 



TEXAS INSTRUMENTS 
HOME COMPUTER 



INTRODUCTION 

Four cunning Hoonos are In hot pursuit of your Munch Man. Can he 
moke iL Lu an energizer lii Uine Lu change the attack, or will the 
Hoonos devour him? 

With the Munch Man game, you must out-maneuver four Hoonos, as 
you try to connect the passages with one continuous chain, without 
being eaten. 

The Munch Man module challenges you to: 

■ Score points by connecting the passages with a chain. 

■ Score points by capturing Hoonos while your Munch Man is 
energized. 

■ Avoid being eaten by the Hoonos. 

Movement on the screen can be controlled by the Wired Remote 
Controllers or from the keyboard. 

Munch Man is available as either a Solid State Software™ Command 
Module or a diskette based game. Note that the diskette-based 
version requires the TT Disk Memory System, the Memory Expansion 
unit, and must be used with either the TI Extended BASIC or 
Editor/Assembler Command Module (all sold separately). Follow the 
set of directions that applies to your version of the game. 

USING THE MUNCH MAN COMMAND MODULE 

An automatic reset feature is built into the computer. When a 
module is plugged into the console, the computer returns to the 
master title screen. All data and program material you have entered 
will be erased. 

Note: Be sure the module is free of static electricity before inserting it 
into the computer (see page 7). 



'i 1 1 ii 1 1 1 1 1 1 1 1 r 


TCKA3 INSTRUMENTS 

HOME COMPUTER 

flEADY-PRESS ANY KEY TO BEGIN 


i 1 II III! II II II 


© 1979 TEXAS INSTRUMENTS 




e 



Munch Man 



1. Turn the computer ON, and wait for the master title screen to 
appear. Then slide the module into the slot on the console. 

2. Press any key to make the mooter selection list appear. To select 
the module, press the key corresponding to the number beside 
MUNCH MAN. 

Note: To iciuuve the module, Jirst return the computer to the master 
title screen by pressing QUIT. Then remove the module from the slot. 
If you have any problem inserting the module, or if it is accidentally 
removed from the slot while in use, please see "In Case of Difficulty" 
on page 7. 

USING THE MUNCH MAN DISKETTE 

If the Munch Man game is diskette-based, follow these directions. 

Be sure that the TI Disk Memory System (Disk Drive Controller and 
Disk Memory Drive) and the Memory Expansion unit are properly 
connected and turned on, and that the TI Extended BASIC or the 
Editor/Assembler Command Module is inserted into the console. 

Turn on the computer and press any key to pass the master title 
screen. Next, insert the Munch Man diskette into Disk Drive 1. Then 
press the appropriate key to select TI Extended BASIC. The game 
loads automatically. [Note: If vou select TI Extended BASIC before 
you insert the program diskette, you can load the game by typing 

RUN "DSK1.LOAD" 
and pressing ENTER.) 

After the game is loaded, the Munch Man title screen appears. 

{Note: If the program is to be loaded with the Editor/Assembler, 
please refer to the game iusUucUuiis 111 Section 2 of the 
Editor/Assembler owner's manual. The name to be used in this case 
is "GAME".) 

GETTING STARTED 

After you select the game from the master selection list, the Munch 
Man tide screen appears. Press any key within two seconds and the 
maze is displayed. If you wait longer to press a key, the title screen 
"comes alive" and a chain surrounds the "Press any key to begin" 
message. 



TEXAS INSTRUMENTS 
HOME COMPUTER 



To see a demonstration of the game, do not press any key. Walt and 
a demonstration immediately follows. Press any key to stop the 
demonstration. The display now returns to the title screen and a 
chain encircles the "Press any key to continue" message, indicating 
the demonstration is over. Then the maze appears, ready to begin 
the game. If no key is pressed during the demonstration, the display 
returns to the title screen alter the demonstration game Is over. 
Again, the title screen "comes alive" and goes into a demonstration 
game if no key is pressed. 

After you press any key during the title screen or the demonstration, 
the maze appears on the display. The maze consists of four 
energizers (located in the far corners of the maze). In the center of 
the maze are four square "cells which house the four Hoonos. Your 
first Munch Man begins the game from the protected area in the 
center of the maze. 

At the top of the display, the maze level is shown in the upper left- 
hand corner. Beside this number, YOUR SCORE and the HIGH 
SCORE for this session are displayed. To the right of the scores are 
two green Munch Men. Your third Munch Man is m the center of the 
maze, ready to begin the game. 

Notice the two sets of corridors on either side of the maze. If your 
Munch Man enters one of these corridors, he disappears and reenters 
on the other side of the maze. 

PLATING THE GAME 

When the maze is displayed with the "ARE YOU READY?" sign 
flashing, you are ready to begin the game. Press any key to start. If 
no key is pressed, chimes sound every minute to remind you to 
begin the game. After five minutes, the display returns to the title 
screen. 

Press the arrow keys — \ (E), -*— (S), —-(D), or \ (X) — to move your 
Munch Man through the maze. Notice that you don't have to keep 
holding down the key to make your Munch Man move In one 
direction; just press another arrow key to change direction. [Note: If 
you are using the Wired Remote Controllers, move the lever to direct 
your Munch Man.) 



e 



Munch Man 



You start the game with three Munch Men, one in the maze and two 
at the top of the display. Four Hoonos are ready to escape from the 
square boxes seconds after the game begins. These Hoonos are 
tricky, so don't let them catch your Munch Man or he'll be eaten! 

After your Munch Man leaves the protection of the maze's center, he 
cannot return to this area. In addition, your Munch Man cannot enter 
an opening into a Hoono's cell. 

If you want to pause while playing a game, press P. The game in 
progress pauses indefinitely. Press any key to continue the game. 
When your Munch Man has been eaten, you can either stop the game 
and return to the title screen by pressing BACK, or begin the game 
over hy pressing REDO 

Object of the Game 

The object of the game is to connect the passages with one 
continuous chain without being eaten by a Hoono. When you begin 
the game, you have three chances to connect the passages. The 
number of Munch Men at the top of the display Indicates how many 
tries you have left. 

There are four cunning Hoonos that you must out-maneuver or they 
eat the Munch Man. If your Munch Man is eaten, the maze freezes, 
returning the Hoonos to their cells, while another Munch Man 
appears at the center of the maze. 

The four energizers give your Munch Man the power to eat the 
Hoonos. If your Munch Man eats an energizer, the Hoonos turn black 
and your Munch Man's speed increases. There are three levels of 
energizers— high, medium, and low. The cycle is repeated through all 
levels of the game, so your energy time for each energizer vanes. Be 
careful the Hoonos don't catch your Munch Man unaware! Note: 
Each energizer can be used only once on a level. 

If your Munch Man captures a Hoono, the Hoono is placed in the 
center of the maze and you win points. The captured Hoonos remain 
in the center until your energy is gone. When your energy begins to 
fade, die Hoonos flash their normal color, and then the maze flashes 
red. At this time, your Munch Man's speed is reduced to normal, and 
the captured Hoonos, who are now their original color, escape and 
chase your Munch Man again. 



TEXAS INSTRUMENTS 
HOME COMPUTER 



Each Hoono has a different Intelligence level. The red Hoono has the 
most intelligence. The yellow Hoono has the least intelligence, so It 
has the ability to disappear occasionally. Be careful it doesn't sneak 
up on your Munch Man! 

If you completely connect the chain, your Munch Man spins around 
and then returns to the starting place. Each time the passages are 
connected, a message appears in the center of the maze, encouraging 
you to continue. The Hoonos then take on a new shape and appear 
in their cells. The maze is cleared and a new set of energizers appear 
in the maze and you are ready to begin the next level. Every third 
time you connect the passages, the maze changes to a different color. 

There are 60 levels for you to master. For the first 20 levels, the 
Hoonos change shape, and then, beginning with level 21, repeat the 
cycle from the beginning. As you reach higher levels, the Hoonos 
become more difficult to out-maneuver. The difference between the 
speed of the Munch Man and the Hoonos also changes. Eventually, 
the Hoonos move faster than the Munch Man. In addition, the energy 
obtained from the energizers slowly diminishes, causing the Hoonos 
to escape from the center of the maze earlier. 
Scoring 

As you move your Munch Man around the maze, you receive 10 
points for every chain linked together. Your score le added 
automatically at the top of the display. 

Each energizer is worth 70 points. When your Munch Man eats an 
energizer, you are on the attack. The flrat Hoono captured ia worth 
100 points; each Hoono after that doubles in value, as shown in the 
four squares in the center of the maze. Therefore, the second Hoono 
is worth 200 points: the third. 400 points: and the fourth Hoono is 
worth 800 points. 

For each 10,000 points you score, you receive an additional Munch 
Man These Munch Men appear at the top of the display. Only four 

Munch Men are shown at one time. If you have more than four extra 
Munch Men, they are not displayed. When a replacement is taken 
from the top, another one appears in its place. 
END OP THE GAME 

When your last Munch Man is eaten by a Hoono, the game is over. 
Press REDO to play another game. Press BACK to return to the Munch 
Man title screen. To end a session with the module, press QUIT to 
return to the master title screen. 



C 



Munch Man 



CARING FOR THE MODULE 

These modules are durable devices, but they should be handled with 
the same care you would give any other piece of electronic 
equipment. Keep the module clean and dry, and don't touch the 
recessed contacts. 



CAUTION: 

The contents of a Command Module can be 
damaged by static electricity dischargee. 



Static electricity build-ups are more likely to occur when the natural 
humidity of the air is low (during winter or in areas with dry 
climates). To avoid damaging the module, just touch any metal 
object (a doorknob, a desklamp, etc.) before handling the module. 

If static electricity io a problem where you live, you may want to buy 
a special carpet treatment that reduces static build-up. These 
commercial preparations are usually available from local hardware 
and office supply stores. 

IN CASE OF DDTFICULTY 

If the module activities do not appear to be operating properly, return 
to die master Hue screen by pressing QUIT. Withdraw the module, 
align it with the module opening, and reinsert it carefully. Then 
press any key to make the master selection list appear. [Note: In 
some instances, it may be necessary to turn the computer off, wait 
several seconds, and then turn it on again.) 

If the module is accidentally removed from the slot while the module 
uuulcnts sue being used, die cuinuutci may bcliave ercaUcally. To 
restore the computer to normal operation, turn the computer console 
off, and wait a few seconds. Then, reinsert the module, and turn the 
computer on again. 

If you have any difficulty with your computer or the MUNCH MAN 
module, please contact the dealer from whom you purchased the unit 
and/or module for service directions. 

Additional information concerning use and service can be found 
in your User's Reference Guide. 



THREE-MONTH LIMITED WARRANTY 
HOME COMPUTER SOFTWARE MEDIA 



Texas Instruments Incorporated extends this consumer warranty 
only to the original consumer purchaser. 
WARRANTY COVERAGE 

This warranty covers the electronic and case components of the 
software program storage media. These components include all 
semiconductor chips and devices, diskettes, plastics, boards, wiring 
and all other hardware contained in this storage media ("the 
Hardware"). This limited warranty does not extend to the programs 
contained in the storage media and in the accompanying book 
materials ["Vie Frograms"]. 

The Hardware is warranted against malfunction due to defective 
materials or construction. THIS WARRANTY IS VOID IT THE 

HARDWARE HAS BEEN DAMAGED BY ACCIDENT, UNREASONABLE 
USE, NEGLECT, IMPROPER SERVICE, OR OTHER CAUSES NOT 
ARISING OUT OF DEFECTS Hi MATERIALS OR WORKMANSHIP. 

WARRANTY DURATION 

The Hardware is warranted for a period of three months from the 
date of the original purchase by the consumer. 

WARRANTY DISCLAIMERS 

ANY IMPLIED WARRANTIES ARISING OUT OF THIS SALE, 
INCLUDING BUT NOT LOOTED TO THE IMPLIED WARRANTIES OF 
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. 
ARE LIMITED IN DURATION TO THE ABOVE THREE MONTH PERIOD. 
TEXAS INSTRUMENTS SHALL NOT BE LIABLE FOR LOSS OF USE OF 
THE HARDWARE OR OTHER INCIDENTAL OR CONSEQUENTIAL 
COSTS, EXPENSES OR DAMAGES INCURRED BY THE CONSUMER OR 
ANY OTHER USER. 

Some states do not allow the exclusion or limitation of implied 
warranties or consequential damages, so the above limitations or 
CAulusiuns may not apply to you in those states. 

LEGAL REMEDIES 

This warranty gives you specific legal rights, and you may also have 
other rights that vary from state to state. 
PERFORMANCE BY TI UNDER WARRANTY 
During the above three-month warranty period, defective Hardware 
will be replaced when it is returned postage prepaid to a Texas 
Instruments Service Facility listed below. The replacement Hardware 
will be warranted for three months from date of replacement. Other 
than the postage requirement, no charge will be made for 
replacement. 



e 



Texas Instruments Consumer Service 

83 1 South Douglas Street 

El Segundo, California 90245 
(213)973 1803 



TI strongly recommends that you insure the Hardware for value prior 

to mailing. 

TRXAS INSTRUMENTS CONSUMER SERVICE FACILITIES 

Texas Instruments Service Facility Geophysical Services Incorporated 

P.O. Box 2500 41 Shelley Road 

Lubbock, Texas 79408 Richmond Hill, Ontario, Canada L4C5G4 

Consumers in California and Oregon may contact the following 
Texas Instruments offices for additional assistance or information. 

Texas Instruments Consumer Service 

0700 Suu J i west lOSttl 

Kristin Square, Suite 1 10 
Beaverton, Oregon 97005 
(503)643-6758 
UtfUKTANT NOTICE OF DISCLAIMER REGARDING THE 
PROGRAMS 

The following should be read and understood before purchasing 
and/or using the software media. 

TI does not warrant that the Programs will be free from error or will 
meet the specific requirements of the consumer. The consumer 
assnmps complete responsibility for any decision made or actions 
taken based on information obtained using the Programs. Any 
statements made concerning the utility of the Programs are not to be 
construed as express or implied warranties. 

TEXAS INSTRUMENTS HAKES NO WARRANTY, EITHER EXPRESS 
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANT IMPLIED 
WARRANTIES OR MERCHANTABILITY AND FITNESS FOR A 
PARTICULAR PURPOSE, REGARDING THE PROGRAMS AND MAKES 
ALL PROGRAMS AVAILABLE SOLELY ON AN "AS IS" BASIS. 
Dl NO EVENT SHALL TEXAS INSTRUMENTS BE LIABLE TO ANYONE 
FOR SPECIAL. COLLATERAL. INCIDENTAL. OR CONSEQUENTIAL 
DAMAGES IN CONNECTION WITH OR ARISING OUT OF THE 
PURCHASE OR USE OF THE PROGRAMS AND THE SOLE AND 
EXCLUSIVE LIABILITY OF TEXAS INSTRUMENTS, REGARDLESS OF 
l™ FORM Or ACTION, SHALL NOT EXCEED THE PURCHASE PRICE 
OF THE SOFTWARE MEDIA. MOREOVER, TEXAS INSTRUMENTS 
SHALL NOT BE LIABLE FOR ANY CLAW OF ANY KIND 
WHATSOEVER BY ANY OTHER PARTY AGAINST THE USER OF THE 
PROGRAMS. 

Some states do not allow the exclusion or limitation of implied 
warranties or consequential damages, so the above limitations or 
exclusions may not apyly Lu yuu hi Lliuse states. 



Your Munc:h Man maneuvers through the maze, 
connecting the passages with a chain, when 
suddenly lour Hnonos begin ft close In around him. 
Can the Munch Man make It In an energtzer in time 
or will the Hnonos devour him in his I racks? You 

deWmlno ihi> fi*li- nf ihp Wimrh Mail with the 

Munch Man Command Module. 

Munch Mmn tests your skill M you try to; 

■ Score points by connecting the passages with a 
chain. 

■ Soon points by capturing Hoonos while your 
Munch Man is energized. 

■ Avoia DCing eaicn oy Hie nmuus, 

Activities in this module arc also designed to work 
with the optional Wired Remote Controllers. 

Adds 10K bytes of acnVe memory with stored 
program to your 77 Womfl Compote/* 



Cflfnmind Module program and 0ala fiasa contents 
cccyiu^n <B issa raxAft iniirumentR fcicorpofas&d, 



Texas instruments invented the integrated circuit* 
the microprocessor, and the microcomputer 

He ii Hi first Is our (rod It Ion. 



fEXAB INBTRUMEI